Small note that, if you can't k/sloop/troll, you have a SIGNIFICANTLY worse dial than just about anything that can
So that bomber better be amazing
Edited by ficklegreendiceSmall note that, if you can't k/sloop/troll, you have a SIGNIFICANTLY worse dial than just about anything that can
So that bomber better be amazing
Edited by ficklegreendice44 minutes ago, J1mBob said:A linked action doesn’t qualify for an upgrade that requires that action in order to equip the upgrade. Veteran Turret Gunner requires the rotate turret action, but the SF only has the action as a linked action. So I believe SF cannot equip Vet Turret Gunner.
(Link to relevant section of the Rules Reference: http://infinitearenas.com/xw2rules/index.php?page=upgrade-cards )
Immediate reaction- disappointment.
Second thoughts- this is probably a very good balance check. It will also save my wallet.
1 hour ago, J1mBob said:A linked action doesn’t qualify for an upgrade that requires that action in order to equip the upgrade. Veteran Turret Gunner requires the rotate turret action, but the SF only has the action as a linked action. So I believe SF cannot equip Vet Turret Gunner.
(Link to relevant section of the Rules Reference: http://infinitearenas.com/xw2rules/index.php?page=upgrade-cards )
Doh! I guess my double tap dreams are dashed for now.
What does the SF gunner do?
1 hour ago, Pewpewpew BOOM said:Doh! I guess my double tap dreams are dashed for now.
What does the SF gunner do?
”[Whil]e you perform a primary front-arc attack, [if] your single-turret-arc is in your front-arc, you may roll 1 additional die.
[Aft]er you perform a primary front-arc attack, [if y]our single-turret-arc is in your rear-arc, you may perform a bonus primary single-turret-arc attack.”
(I’ve got the English spoiled cards on infinitearenas.com/xw2browse/#)
Edited by J1mBobAnd just a note, SF Gunner and Quickdraw's ability can't trigger in the same turn as you can only have a max of 1 bonus attack.
2 hours ago, ficklegreendice said:Small note that, if you can't k/sloop/troll, you have a SIGNIFICANTLY worse dial than just about anything that can
So that bomber better be amazing
The bomber does effectively have a 360 arc, 3 primary, 2 bowtie arc and bombs that it will be plopping out the back. From what we can see though, its dial is worse than its 1.0 variant seeing how its 3 banks went from white to red.
nothing "effectively" has a 360 arc
even 1st ed PWTs didn't trigger "in arc" abilities
2nd ed doesn't have PWTs, it has a DRASTIC drop off in effectiveness between the ship's primary and mobile arcs
have an inkling that using the 2-die pwts on these lumbering monstrosities ain't exactly efficient. hope they do cool stuff too
13 minutes ago, ficklegreendice said:nothing "effectively" has a 360 arc
even 1st ed PWTs didn't trigger "in arc" abilities
2nd ed doesn't have PWTs, it has a DRASTIC drop off in effectiveness between the ship's primary and mobile arcs
have an inkling that using the 2-die pwts on these lumbering monstrosities ain't exactly efficient. hope they do cool stuff too
3 FWD 2 Bowtie, not really PWT tbh.
Not to derail too far, but the bomber definitely has a bowtie, not a single turret? I hadnt seen this clearly.
1 hour ago, Cuz05 said:Not to derail too far, but the bomber definitely has a bowtie, not a single turret? I hadnt seen this clearly.
We don't have firm confirmation of the bomber's shooting yet, but the rumour is 3 front 2 bowtie, which puts it at better-than-k-wing-with-barrage levels of arcs, plus presumably a shedload of bombs to guard the rear.
It's gonna be a 1e-style PWT with that loadout le sigh
5 minutes ago, thespaceinvader said:We don't have firm confirmation of the bomber's shooting yet, but the rumour is 3 front 2 bowtie, which puts it at better-than-k-wing-with-barrage levels of arcs, plus presumably a shedload of bombs to guard the rear.
It's gonna be a 1e-style PWT with that loadout le sigh
Ah. Then I think the bowtie might be an optimistic assumption, I would not be surprised to see it have a single turret arc, like the Lancer.
Unless they feel the lack of mobility justifies the double, though the dial is not bad at all....
On 11/6/2018 at 10:21 AM, PT106 said:As far as SF goes, I have to wonder how robust the ship will be given only 2 agility. Lets not forget that in 1.0 SF only started to shine with LWF giving it a (soft) third green die.
I made quckdraw and back draft shine before lightweight frame or advanced optics. 😊
2 hours ago, Blademaster72 said:I made quckdraw and back draft shine before lightweight frame or advanced optics. 😊
Yeah. It was odd for me that everyone decried the useless of green dice along with saying that the sf was not viable. Then, LWF added a green die to the sf and all of the sudden everybody was QD’s best friend.
10 hours ago, Blademaster72 said:I made quckdraw and back draft shine before lightweight frame or advanced optics. 😊
Don't get me wrong, I flew SF's even before LWF, even at Worlds, however the introduction of LWF changed the role of this ship from high damage dealer that dies fast under concentrated fire to something that can be used as a tank in a squad. And some people seem to look at 2.0 SF with that 1.0 tank role in mind, while the stats may not be able to support it.
7 hours ago, Pewpewpew BOOM said:Yeah. It was odd for me that everyone decried the useless of green dice along with saying that the sf was not viable. Then, LWF added a green die to the sf and all of the sudden everybody was QD’s best friend.
Because QD went from having a high chance to lose all 3 shields in one attack, to having a lower chance of that happening.
6 hours ago, thespaceinvader said:Because QD went from having a high chance to lose all 3 shields in one attack, to having a lower chance of that happening.
I certainly agree that 3 green dice are preferable to 2 and that it gave a “better” chance that QD would get the extra shot again. It was just funny to me to see it cast out as useless, then touted at tier 1 based on a single die that is often considered useless in 1.0.
I ran QD, BD, and a generic together. I found BD’s ability was much more productive. If it remains the same, BD would be a total champ at I5 and still super good at I4.
It doesn't. BD just gets an extra die, not an added crit, I believe.
In 1.0, I ran FCS on my SFs but I am iffy about taking it in 2.0. The fact that you have to initially take the TL action makes a bug difference.
I think that running them with SF gunner and not much else is the way to go. I think Juke is an easy pick for QD being I6. With some luck, I believe I will get in a game or two with my SFs this week...looking forward to it.
1 hour ago, Pewpewpew BOOM said:In 1.0, I ran FCS on my SFs but I am iffy about taking it in 2.0. The fact that you have to initially take the TL action makes a bug difference.
I think that running them with SF gunner and not much else is the way to go. I think Juke is an easy pick for QD being I6. With some luck, I believe I will get in a game or two with my SFs this week...looking forward to it.
I could see them working even without the gunner. They have two arcs and a unique missile trick, and are tough to bring down. Add in a high I synchro-ship (Quickdraw, Midnight or Kylo, maybe?), and I could see focusing generics with missiles being a thing. The I2 is just 37 with HMs or 40 with Concs.
1 hour ago, Pewpewpew BOOM said:In 1.0, I ran FCS on my SFs but I am iffy about taking it in 2.0. The fact that you have to initially take the TL action makes a bug difference.
I think that running them with SF gunner and not much else is the way to go. I think Juke is an easy pick for QD being I6. With some luck, I believe I will get in a game or two with my SFs this week...looking forward to it.
Something like this could be interesting:
Lieutenant Tavson (62)
Targeting Synchronizer (5)
Biohexacrypt Codes (1)
Zeta Squadron Survivor (34)
Concussion Missiles (6)
Zeta Squadron Survivor (34)
Concussion Missiles (6)
Zeta Squadron Survivor (34)
Concussion Missiles (6)
Total: 188
Tavson, can paint targets for the survivors or coordinate then to take a TL. The more your opponent shoots him the better he gets. Actions for days. Leaves room for Hux or Kylo.
50 minutes ago, Jo Jo said:
Something like this could be interesting:
Lieutenant Tavson (62)
Targeting Synchronizer (5)
Biohexacrypt Codes (1)Zeta Squadron Survivor (34)
Concussion Missiles (6)Zeta Squadron Survivor (34)
Concussion Missiles (6)Zeta Squadron Survivor (34)
Concussion Missiles (6)Total: 188
Tavson, can paint targets for the survivors or coordinate then to take a TL. The more your opponent shoots him the better he gets. Actions for days. Leaves room for Hux or Kylo.
3 SF gunners would be better than 3 conc missiles.
37 minutes ago, thespaceinvader said:3 SF gunners would be better than 3 conc missiles.
Probably, I was just trying to come up with a decent non-gunner list for SFs. The one benefit the missile ones get is 3 dice out the back, no range 3 bonus die, and the concussion missile flipping damage effect. Also, you can bring along Hux or Kylo crew on the Shuttle. But yeah, they need a better missile before you'd even consider it.
The above has me thinking Omegas with Trick Shot and Cluster Missiles....
I've been looking into non-gunner SFs too.
Omega Blackout (200/200)
=======================
TIE/vn Silencer: "Blackout" (70 + 1)
+ Trick Shot (1)
TIE/sf Fighter: Omega Squadron Expert (36 + 7)
+ Fanatical (2)
+ Cluster Missiles (5)
TIE/sf Fighter: Omega Squadron Expert (36 + 7)
+ Fanatical (2)
+ Cluster Missiles (5)
TIE/sf Fighter: Omega Squadron Expert (36 + 7)
+ Fanatical (2)
+ Cluster Missiles (5)
29 minutes ago, DXCrazytrain said:I've been looking into non-gunner SFs too.
Omega Blackout (200/200)
=======================
TIE/vn Silencer: "Blackout" (70 + 1)
+ Trick Shot (1)
TIE/sf Fighter: Omega Squadron Expert (36 + 7)
+ Fanatical (2)
+ Cluster Missiles (5)
TIE/sf Fighter: Omega Squadron Expert (36 + 7)
+ Fanatical (2)
+ Cluster Missiles (5)
TIE/sf Fighter: Omega Squadron Expert (36 + 7)
+ Fanatical (2)
+ Cluster Missiles (5)
Too bad you couldn't fit baffles on them to get the Fanatical bonus earlier.
24 minutes ago, Hiemfire said:Too bad you couldn't fit baffles on them to get the Fanatical bonus earlier.
With only 2 green dice, they'll be shields down quick enough. No need to help my opponent.